### Author Topic: Jump  (Read 14745 times)

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#### mrmprog

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##### Jump
« on: July 27, 2011, 02:51:18 am »
This is my first attempt at something big in Axe. You jump around and try not to fall. Yay! I am going to try and make this a full game.

It looks better on calc. Thanks to Eeems, Darl, Hayleia, FinaleTI, Builderboy,and p2 for help.  I need to somehow make it so impossible places can't happen. If anyone has a solution to this problem, please let me know. I will be fine tuning things, improving code and the such meanwhile. Please give me feedback, as this is my first Axe project.

Controls:2nd to jump, left and right to move, enter to select stuff, clear to exit or skip stuff.

« Last Edit: November 15, 2011, 09:08:25 pm by mrmprog »

#### Sitarknight

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##### Re: mrmprog's game
« Reply #1 on: July 27, 2011, 04:57:47 am »
Looks pretty good man, I like it
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#### mrmprog

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##### Re: mrmprog's game
« Reply #2 on: July 27, 2011, 09:28:06 am »
Glad you like it Yay, updates! I made platforms more "regular", a new sprite for falling/jumping, you can jump further, and dying is... different.

Next: Highscores, a menu, and a death animation.
Maybe Next: Title screen.
« Last Edit: July 29, 2011, 05:36:56 am by mrmprog »

#### p2

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##### Re: mrmprog's game
« Reply #3 on: July 27, 2011, 10:02:13 am »
looks not bad - it looks good!
You may add, that the lines are just possible to be at every trind line of the screen, or something like this. (then they are not like giant, grey blocks of 4 or 5 lines)

I think, A ball or a smiley would be a better than a stickfigure. (you can't really see, what the pic is; ih's hard in cause of the grey lines)
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#### mrmprog

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##### Re: mrmprog's game
« Reply #4 on: July 27, 2011, 10:03:59 am »
Yeah, I might change that. What would look best in your opinion?

Edit: I made some smiley sprites and they look much better, thanks

Tommorow, I will post another screenshot with the new sprites.
« Last Edit: July 27, 2011, 10:11:24 am by mrmprog »

#### p2

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##### Re: mrmprog's game
« Reply #5 on: July 27, 2011, 10:30:45 am »
I thought of something like this:

Quote
--  -  - -  - --- -

-- - ---- - --- --
-- - - - -  --  --

- - -- - ---- --
----- -- - ---- -

- - --  --- -- -

--- --- --  -- -

--- --- - -- --
-- ---- - - ----

If you make it like this:
Code: [Select]
:rand^16 -> A           //A is the Y-coord of the line4*(A) -> A
the game would look like that:
Quote
--  -  - -  - --- -

-- - ---- - --- --

-- - - - -  --  --

- - -- - ---- --

----- -- - ---- -

- - --  --- -- -

- - --  --- -- -

--- --- --  -- -

--- --- - -- --

-- ---- - - ----

It will be better like that, because else there are giant grey blocks of 3 or 4 lines, each one intersecting each other.

Another idea:
Try to use
:pt-off(X,Y,[FFFFFFFFFFFFFFFF])
:pt-on(X,Y,[code of smiley])
It'll make a white space behind the smiley, so that you can see it better.
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#### Hayleia

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##### Re: mrmprog's game
« Reply #6 on: July 27, 2011, 11:36:56 am »
Another idea:
Try to use
:pt-off(X,Y,[FFFFFFFFFFFFFFFF])
:pt-on(X,Y,[code of smiley])
It'll make a white space behind the smiley, so that you can see it better.
For that idea, a
Pt-Off(X,Y,[code of smiley or pointer]
would be enough as "Pt-Off" puts a sprite but erases what there is at the location before.
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Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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##### Re: mrmprog's game
« Reply #7 on: July 27, 2011, 12:32:52 pm »
Another idea:
Try to use
:pt-off(X,Y,[FFFFFFFFFFFFFFFF])
:pt-on(X,Y,[code of smiley])
It'll make a white space behind the smiley, so that you can see it better.
For that idea, a
Pt-Off(X,Y,[code of smiley or pointer]
would be enough as "Pt-Off" puts a sprite but erases what there is at the location before.

No it doesn't.  Pt-Off() simply XORs the sprite in parameter slot 3 against the said place on the buffer, it doesn't clear the space behind it first.

#### Hayleia

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##### Re: mrmprog's game
« Reply #8 on: July 27, 2011, 02:18:46 pm »
No it doesn't.  Pt-Off() simply XORs the sprite in parameter slot 3 against the said place on the buffer, it doesn't clear the space behind it first.
Wut ? Weren't you confused with Pt-Change ?
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Or maybe I'm wrong because of a grayscale story. I don't know anything to grayscale.
« Last Edit: July 27, 2011, 02:20:06 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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##### Re: mrmprog's game
« Reply #9 on: July 27, 2011, 04:01:37 pm »
Oh, my bad, you are correct.  I remember that Pt-Off used to mean it XORed it against the buffer,  I guess that has recently changed.
« Last Edit: July 27, 2011, 04:02:46 pm by Ashbad »

#### calcdude84se

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##### Re: mrmprog's game
« Reply #10 on: July 27, 2011, 04:37:14 pm »
Oh, my bad, you are correct.  I remember that Pt-Off used to mean it XORed it against the buffer,  I guess that has recently changed.
I don't think it's ever been like that. Pt-Change( has always been used for XOR.
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#### LincolnB

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##### Re: mrmprog's game
« Reply #11 on: July 27, 2011, 06:20:43 pm »
I need to ... make a counter of some sort so that it shifts the screen every few times through the loop, instead of every time.

Try this:

Code: [Select]
.use the variable A for the counter you need.Main game loop:1->ARepeat getkey(15)A+1->AIf A=41->AEndIf A=1Vertical +Vertical +{r}End.Rest of your code goes here..End
Let me know how that works out. Also, if you wanted to have multiple difficulty levels, you could have another variable , like B or something, and instead of writing:

Code: [Select]
If A=41->AEnd
, you could write:

Code: [Select]
If A=B1->AEnd
, where B is the difficulty level, 4 being easiest / slower because it makes it wait longer to scroll, and 2 being the fastest (where it scrolls every iteration of the main game loop).

Let me know if I didn't explain that very well.
« Last Edit: July 27, 2011, 06:27:14 pm by buttsfredkin »
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#### mrmprog

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##### Re: mrmprog's game
« Reply #12 on: July 27, 2011, 10:46:55 pm »
@buttsfredkin Thank you for the code, but I already did that using the score counter. You will see it soon.
Also, about the pixeloff(, if I do that, wont it erase the lines behind the sprite? The lines are just drawn every few cycles of the loop, so I don't think I can redraw them if they are overwritten.
« Last Edit: July 28, 2011, 03:42:53 am by mrmprog »

#### Hayleia

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##### Re: mrmprog's game
« Reply #13 on: July 28, 2011, 04:00:13 am »
Yes, the lines would be erased
But what do you use ? Do you use Pt-On or Pt-Change ? Because the guy's pixels seem to be inverted if there is a line behind him, so it looks like a Pt-Change.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.